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Environment Assets - Diabotical Rogue

The structural elements (buildings and props etc, created by the Weebles) in the Diabotical Rogue environment were all modeled using a weighted normals workflow and textured with a set of global tiling textures, trimsheets, and floating details created in Substance Designer.

Materials and props are setup to allow customizable parameters such as prop variants, colors areas etc.

Each prop includes multiple LOD steps to optimize performance, and many materials share normal and roughness maps.

The final step for mappers involved placing decals.

Shoutout to the great team who where apart of the team.
https://www.artstation.com/lenafreden
https://www.artstation.com/lewispalfrey
https://www.linkedin.com/in/palviainen/
https://www.artstation.com/sde93
https://www.linkedin.com/in/candreasson/
https://www.artstation.com/emljhn

Trimsheets, floating details and tiling textures made in designer. All the structural assets where made with one set of global materials.

Trimsheets, floating details and tiling textures made in designer. All the structural assets where made with one set of global materials.

a very small sample of some of the props made for the Diabotical engine editor

a very small sample of some of the props made for the Diabotical engine editor

I had an easy time creating the environments shown in the CG trailer by using the same global materials from the game, as well as incorporating many of its props along with some new models made for specific purposes.

I had an easy time creating the environments shown in the CG trailer by using the same global materials from the game, as well as incorporating many of its props along with some new models made for specific purposes.